Search found 1331 matches
- Sun Apr 05, 2015 10:14 pm
- Forum: LÖVE-Android
- Topic: love-android-sdl2 (native, 0.9.2)
- Replies: 324
- Views: 427987
Re: love-android-sdl2 (native, 0.9.0)
Hi there. I'm kind of lost here. With this can I make normal games for android with ads and all that stuff they usually have? I'll start playing around with this when all the files from android SDK finish downloading (it's taking eons :P) no ads is not really possible to add in a good way, the best...
- Sun Apr 05, 2015 4:35 pm
- Forum: General
- Topic: performance too LOW!
- Replies: 27
- Views: 19525
Re: performance too LOW!
but why? optimizing isn't that hard and it might pay off if one decides to the port the game to mobile devices with the unofficial ports of löveDoctory wrote:dont optimize unless you really, really need it
- Sun Apr 05, 2015 3:33 am
- Forum: LÖVE-Android
- Topic: love-android-sdl2 (native, 0.9.2)
- Replies: 324
- Views: 427987
Re: love-android-sdl2 (native, 0.9.0)
Hi there. I'm kind of lost here. With this can I make normal games for android with ads and all that stuff they usually have? I'll start playing around with this when all the files from android SDK finish downloading (it's taking eons :P) no ads is not really possible to add in a good way, the best...
- Sat Apr 04, 2015 11:19 pm
- Forum: General
- Topic: Name suggestion
- Replies: 5
- Views: 2431
Re: Name suggestion
Skyline Horizon
- Sat Apr 04, 2015 5:10 pm
- Forum: General
- Topic: performance too LOW!
- Replies: 27
- Views: 19525
Re: performance too LOW!
6. when checking FPS don't do as the wiki says: Wiki method: function love.draw() love.graphics.print("Current FPS: "..tostring(love.timer.getFPS( )), 10, 10) end Correct method: function love.update() FPS = love.timer.getFPS( ) end function love.draw() love.graphics.print("Current F...
- Sat Apr 04, 2015 12:33 am
- Forum: General
- Topic: performance too LOW!
- Replies: 27
- Views: 19525
Re: performance too LOW!
Both of your snippets of code do essentially the same thing, performance-wise. love.timer.getFPS doesn't even do any calculations on its own, it just returns a variable, so it's one of the cheapest love functions to call. from my own testing my games ran faster after moving the love.timer.getFPS ch...
- Fri Apr 03, 2015 10:06 pm
- Forum: General
- Topic: performance too LOW!
- Replies: 27
- Views: 19525
Re: performance too LOW!
(I know some of these tips do not apply in this case but I listed all my tips anyway :3 ) Performance tips: 1. only draw what's visible on screen (even if the the object isn't visible the GPU still process it, so do a check) 2. remove any unused object on screen 3. use LUA optimizations ( http://www...
- Fri Apr 03, 2015 9:58 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1525048
Re: What's everyone working on? (tigsource inspired)
what about Opera ?Jasoco wrote:Just a nitpick but 60FPS YouTube is not just Chrome. People need to stop spreading that misinformation. It also works in Safari and has since the beginning. It even works in some versions of Firefox, but not all.
Anyway, nice start. Looking forward to seeing it develop.
- Sun Mar 29, 2015 8:38 pm
- Forum: General
- Topic: Free Music / SFX Resource - Over 1900 Tracks
- Replies: 294
- Views: 255607
Re: Free Music Resource
Hello, would you be interested in doing some music for my game ?
- Fri Mar 20, 2015 6:57 pm
- Forum: General
- Topic: Vulkan/OpenGL-Next the future of OpenGL and Games
- Replies: 18
- Views: 11432
Re: Vulkan/OpenGL-Next the future of OpenGL and Games
so this is so that the mobile ports can easily be created right ?slime wrote:LÖVE 0.9 and below always uses desktop OpenGL, so it can't run on mobile devices that only support OpenGL ES (unless you use the GLES fork of love 0.9.2, which adds OpenGL ES support.)